DDraceNetwork Docs
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#include <teams.h>
Public Types | |
enum | { TEAMSTATE_EMPTY , TEAMSTATE_OPEN , TEAMSTATE_STARTED , TEAMSTATE_STARTED_UNFINISHABLE , TEAMSTATE_FINISHED } |
Public Member Functions | |
CGameTeams (CGameContext *pGameContext) | |
CCharacter * | Character (int ClientId) |
CPlayer * | GetPlayer (int ClientId) |
class CGameContext * | GameServer () |
class IServer * | Server () |
void | OnCharacterStart (int ClientId) |
void | OnCharacterFinish (int ClientId) |
void | OnCharacterSpawn (int ClientId) |
void | OnCharacterDeath (int ClientId, int Weapon) |
void | Tick () |
const char * | SetCharacterTeam (int ClientId, int Team) |
void | CheckTeamFinished (int Team) |
void | ChangeTeamState (int Team, int State) |
CClientMask | TeamMask (int Team, int ExceptId=-1, int Asker=-1, int VersionFlags=CGameContext::FLAG_SIX|CGameContext::FLAG_SIXUP) |
int | Count (int Team) const |
void | SetForceCharacterTeam (int ClientId, int Team) |
void | Reset () |
void | ResetRoundState (int Team) |
void | ResetSwitchers (int Team) |
void | SendTeamsState (int ClientId) |
void | SetTeamLock (int Team, bool Lock) |
void | SetTeamFlock (int Team, bool Mode) |
void | ResetInvited (int Team) |
void | SetClientInvited (int Team, int ClientId, bool Invited) |
int | GetDDRaceState (CPlayer *Player) |
int | GetStartTime (CPlayer *Player) |
float * | GetCurrentTimeCp (CPlayer *Player) |
void | SetDDRaceState (CPlayer *Player, int DDRaceState) |
void | SetStartTime (CPlayer *Player, int StartTime) |
void | SetLastTimeCp (CPlayer *Player, int LastTimeCp) |
void | KillSavedTeam (int ClientId, int Team) |
void | ResetSavedTeam (int ClientId, int Team) |
void | RequestTeamSwap (CPlayer *pPlayer, CPlayer *pTargetPlayer, int Team) |
void | SwapTeamCharacters (CPlayer *pPrimaryPlayer, CPlayer *pTargetPlayer, int Team) |
void | ProcessSaveTeam () |
int | GetFirstEmptyTeam () const |
bool | TeeStarted (int ClientId) |
bool | TeeFinished (int ClientId) |
int | GetTeamState (int Team) |
bool | TeamLocked (int Team) |
bool | TeamFlock (int Team) |
bool | IsInvited (int Team, int ClientId) |
bool | IsStarted (int Team) |
void | SetStarted (int ClientId, bool Started) |
void | SetFinished (int ClientId, bool Finished) |
void | SetSaving (int TeamId, std::shared_ptr< CScoreSaveResult > &SaveResult) |
bool | GetSaving (int TeamId) |
void | SetPractice (int Team, bool Enabled) |
bool | IsPractice (int Team) |
Public Attributes | |
CTeamsCore | m_Core |
Private Member Functions | |
void | KillTeam (int Team, int NewStrongId, int ExceptId=-1) |
bool | TeamFinished (int Team) |
void | OnTeamFinish (int Team, CPlayer **Players, unsigned int Size, int TimeTicks, const char *pTimestamp) |
void | OnFinish (CPlayer *Player, int TimeTicks, const char *pTimestamp) |
Private Attributes | |
bool | m_aTeeStarted [MAX_CLIENTS] |
bool | m_aTeeFinished [MAX_CLIENTS] |
int | m_aLastChat [MAX_CLIENTS] |
int | m_aTeamState [NUM_DDRACE_TEAMS] |
bool | m_aTeamLocked [NUM_DDRACE_TEAMS] |
bool | m_aTeamFlock [NUM_DDRACE_TEAMS] |
CClientMask | m_aInvited [NUM_DDRACE_TEAMS] |
bool | m_aPractice [NUM_DDRACE_TEAMS] |
std::shared_ptr< CScoreSaveResult > | m_apSaveTeamResult [NUM_DDRACE_TEAMS] |
uint64_t | m_aLastSwap [MAX_CLIENTS] |
bool | m_aTeamSentStartWarning [NUM_DDRACE_TEAMS] |
int | m_aTeamUnfinishableKillTick [NUM_DDRACE_TEAMS] |
class CGameContext * | m_pGameContext |
anonymous enum |
CGameTeams::CGameTeams | ( | CGameContext * | pGameContext | ) |
void CGameTeams::ChangeTeamState | ( | int | Team, |
int | State | ||
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void CGameTeams::CheckTeamFinished | ( | int | Team | ) |
int CGameTeams::Count | ( | int | Team | ) | const |
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float * CGameTeams::GetCurrentTimeCp | ( | CPlayer * | Player | ) |
int CGameTeams::GetDDRaceState | ( | CPlayer * | Player | ) |
int CGameTeams::GetFirstEmptyTeam | ( | ) | const |
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int CGameTeams::GetStartTime | ( | CPlayer * | Player | ) |
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void CGameTeams::KillSavedTeam | ( | int | ClientId, |
int | Team | ||
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Kill the whole team.
Team | The team id to kill |
NewStrongId | The player with that id will get strong hook on everyone else, -1 will set the normal spawning order |
ExceptId | The player that should not get killed |
void CGameTeams::OnCharacterDeath | ( | int | ClientId, |
int | Weapon | ||
) |
void CGameTeams::OnCharacterFinish | ( | int | ClientId | ) |
void CGameTeams::OnCharacterSpawn | ( | int | ClientId | ) |
void CGameTeams::OnCharacterStart | ( | int | ClientId | ) |
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void CGameTeams::ProcessSaveTeam | ( | ) |
void CGameTeams::Reset | ( | ) |
void CGameTeams::ResetInvited | ( | int | Team | ) |
void CGameTeams::ResetRoundState | ( | int | Team | ) |
void CGameTeams::ResetSavedTeam | ( | int | ClientId, |
int | Team | ||
) |
void CGameTeams::ResetSwitchers | ( | int | Team | ) |
void CGameTeams::SendTeamsState | ( | int | ClientId | ) |
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const char * CGameTeams::SetCharacterTeam | ( | int | ClientId, |
int | Team | ||
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void CGameTeams::SetClientInvited | ( | int | Team, |
int | ClientId, | ||
bool | Invited | ||
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void CGameTeams::SetDDRaceState | ( | CPlayer * | Player, |
int | DDRaceState | ||
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void CGameTeams::SetForceCharacterTeam | ( | int | ClientId, |
int | Team | ||
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void CGameTeams::SetLastTimeCp | ( | CPlayer * | Player, |
int | LastTimeCp | ||
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void CGameTeams::SetStartTime | ( | CPlayer * | Player, |
int | StartTime | ||
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void CGameTeams::SetTeamFlock | ( | int | Team, |
bool | Mode | ||
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void CGameTeams::SetTeamLock | ( | int | Team, |
bool | Lock | ||
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CClientMask CGameTeams::TeamMask | ( | int | Team, |
int | ExceptId = -1 , |
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int | Asker = -1 , |
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int | VersionFlags = CGameContext::FLAG_SIX | CGameContext::FLAG_SIXUP |
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void CGameTeams::Tick | ( | ) |
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CTeamsCore CGameTeams::m_Core |
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